using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Test_XNA
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        private int screenWidth;
        private int _time;
        private int screenHeight;
        private SpriteFont _font;
        private KeyboardState _keyboard;
        private SpriteManager _sprite;
        private Sprite _todraw;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            _time = 0;
            screenWidth = Window.ClientBounds.Width;
            screenHeight = Window.ClientBounds.Height;
            _font = Content.Load<SpriteFont>("SpriteFont1");
           
            _sprite = new SpriteManager();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            _sprite.LoadContent(this.Content, "spriteboard1");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            _keyboard = Keyboard.GetState();

            _todraw = _sprite.getImage();
            Console.WriteLine(_todraw.rec.X);
            _time += gameTime.ElapsedGameTime.Milliseconds;
            if (_time > 150){
                _time = 0;
                _sprite.nextFrame();
            }
          base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();
            spriteBatch.DrawString(_font, "* Plop *", new Vector2(10, 20), Color.White);
            spriteBatch.Draw(_todraw.sprite, new Vector2(0, 0), _todraw.rec, Color.White);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
